Particle system improvements
I've seen a lot of discussion about changing the format of 3d models, but never about improving particle system. As a person dealing with the effects every day and working with the particles, I can offer some solutions.
1. First of all and most neat thing is a per_particle twist. We need to have a random {from, to} start angle at first. That will give us a great diversity in visual of the effect.
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The model particles, or geometry already have that, but we need to have a billboarding (always rotating to camera) feature.
If we can have a runtime per-particle rotation option (say start angle {rnd-180,180}; end start_angle+60), what will give us additional benefits.
2. The next is scale in X and Y axis. Not all the particles need to be a square proportions. We may have a 1:10 proportional in some ray particles. And we need to have a start and runtime per-particle scale.
3. Particles pivot point. If we can have a pivot in normalized particle space, we can have a good-looking effect. That can affect one particle system once and all_the_time. No need to animate that parameter. Animation in X and Y scale (+ particle motion) will give us desired result.
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That is not all I have to say about particles, but that is most important ones. I will write some more later.
1. First of all and most neat thing is a per_particle twist. We need to have a random {from, to} start angle at first. That will give us a great diversity in visual of the effect.


The model particles, or geometry already have that, but we need to have a billboarding (always rotating to camera) feature.
If we can have a runtime per-particle rotation option (say start angle {rnd-180,180}; end start_angle+60), what will give us additional benefits.
2. The next is scale in X and Y axis. Not all the particles need to be a square proportions. We may have a 1:10 proportional in some ray particles. And we need to have a start and runtime per-particle scale.
3. Particles pivot point. If we can have a pivot in normalized particle space, we can have a good-looking effect. That can affect one particle system once and all_the_time. No need to animate that parameter. Animation in X and Y scale (+ particle motion) will give us desired result.


That is not all I have to say about particles, but that is most important ones. I will write some more later.
Comments
At this stage I can't say when exactly we have time to improve the particle renderer. It certainly needs an internal redesign, though; the current implementation does not scale well at all, and it doesn't take advantage of the GPU.
A built in particle effect editor would be pretty cool though.